Error when starting the game.
I haven't been changing anything in the base folder. Last few days the game has been starting normally, today I've got this error.
Search found 259 matches
- Tue Aug 30, 2016 11:03 am
- Forum: 1 / 0 magic
- Topic: [0.14.1][Solved] Crash on game start
- Replies: 2
- Views: 1072
- Tue Aug 30, 2016 10:53 am
- Forum: Modding help
- Topic: [Solved] Get key_sequence of hotkeys
- Replies: 15
- Views: 5354
Re: Get key_sequence of hotkeys
(__CONTROL__autotrash_pause__) - have you tried that? How can I find out which keywords should be used in this syntax construction? __CONTROL__what_should_be_here__Choumiko wrote:Code: Select all
auto-trash-tooltip-pause = (__CONTROL__autotrash_pause__)
- Sun Aug 28, 2016 9:31 pm
- Forum: Modding help
- Topic: Projectile's target - how to check?
- Replies: 1
- Views: 712
Projectile's target - how to check?
How to check if spitter's or worm's projectile targets the player? I've found projectiles that are represented by entities. How to find out their target? And is it possible to change it or clear? Maybe entity.set_command is for this case?
- Sun Aug 28, 2016 6:11 pm
- Forum: Modding help
- Topic: [Solved] Get key_sequence of hotkeys
- Replies: 15
- Views: 5354
Re: Get key_sequence of hotkeys
There's almost no information about hotkeys and styles/fonts/sprites in API guide. I don't know where to look for it - only by analyzing other's mods. I want to get key_sequence string to show it in a tooltip of LuaGuiElement as a remembering for player. Some (me too) have too many mods and these mo...
- Sun Aug 28, 2016 1:11 pm
- Forum: Modding help
- Topic: [Solved] Get key_sequence of hotkeys
- Replies: 15
- Views: 5354
[Solved] Get key_sequence of hotkeys
...how?
How to get string value of key_sequence using API?
Code: Select all
data:extend({
{
type = "custom-input",
name = "modname-hotkey-main-window",
key_sequence = "Y",
consuming = "script-only"
}
})
- Sun Aug 28, 2016 9:01 am
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 37551
[0.16] Teleportation
Thanks: WhatTheWorld, iUltimateLP Author: Apriori MOD SPOTLIGHT BY XTERMINATOR Advanced fork of Personal Teleporter. Includes fully rewritten and optimized that mod, and new technologies, devices, graphics, GUIs and possibilities. Multiplayer-friendly! Adds different devices and technologies (for mi...
- Sun Aug 28, 2016 7:59 am
- Forum: Mod portal Discussion
- Topic: Need an account to download mods?
- Replies: 30
- Views: 25438
Re: Need an account to download mods?
He-he))) I was playing torrent-edition of Factorio until author of Bucket Wheel Excavator stopped submitting updates here. So I freaked out and bought the game. And you know, it has been the best purchase since the beginning of this year.
- Sun Aug 28, 2016 7:46 am
- Forum: Mod portal Discussion
- Topic: Multiple mod category
- Replies: 1
- Views: 1084
Multiple mod category
Why not to realize ability to select multiple categories for submitted mods? For example Blueprint Items Request is related to "logistics network" (for easier operating with it), "helpers" (just for help), "blueprints" (works only with them) and "non-game-changing&...
- Sun Aug 28, 2016 7:32 am
- Forum: Ideas and Suggestions
- Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
- Replies: 48
- Views: 19598
Re: Request blueprint materials from logistic system
You are welcome. =) When devs realize some additional functionality, I'll implement additional way of mod's buttons using:siggboy wrote:Thanks.
• simple Click for setting requested count (like now)
• SHIFT+Click for adding requested count
- Sun Aug 28, 2016 6:59 am
- Forum: Already exists
- Topic: Key modifiers in on_gui_click
- Replies: 16
- Views: 5358
Re: Key modifiers in on_gui_click
+1 Only tweak I'd make is for consistency with way mods define keyboard shortcuts: capitalise first letter, eg. "Shift" instead of "shift" "SHIFT" - as when defining hotkeys. =) data:extend({ { type = "custom-input", name = "my-mod-hot-key", key_seq...
- Sun Aug 28, 2016 6:17 am
- Forum: Already exists
- Topic: Key modifiers in on_gui_click
- Replies: 16
- Views: 5358
Key modifiers in on_gui_click
It would be great if we could know which mouse button and key modifier were pressed in on_gui_click: script.on_event(defines.events.on_gui_click, function(event) if event.element.name == "gui_name" then if event.mouse_button == 1 then if not event.key_modifier then JustDoIt() elseif event....
- Sat Aug 27, 2016 10:59 pm
- Forum: Modding help
- Topic: Key modifiers in on_gui_click
- Replies: 5
- Views: 979
Re: Key modifiers in on_gui_click
It's bad. I think devs should add event.key_modifier to the on_gui_click event...
- Sat Aug 27, 2016 10:53 pm
- Forum: Modding help
- Topic: Key modifiers in on_gui_click
- Replies: 5
- Views: 979
Re: Key modifiers in on_gui_click
Well, does "shift"-hotkey fires each tick while being pressed? If so, then it's possible to handle.
- Sat Aug 27, 2016 10:41 pm
- Forum: Ideas and Suggestions
- Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
- Replies: 48
- Views: 19598
- Sat Aug 27, 2016 10:34 pm
- Forum: Mods
- Topic: [0.14] Blueprint Items Request 0.1.3
- Replies: 14
- Views: 9482
[0.14] Blueprint Items Request 0.1.3
GUI.png Author: Apriori HOW IT WORKS • When you take blueprint (or book with active blueprint) in your cursor, mod buttons appear in the top GUI - now you can quickly request as many items as many times you want to build the blueprint. • Input multiplier if needed (1 by default). • Click "=&qu...
- Sat Aug 27, 2016 10:17 pm
- Forum: Modding help
- Topic: Key modifiers in on_gui_click
- Replies: 5
- Views: 979
Key modifiers in on_gui_click
How to find out if gui button was clicked with Shift or Ctrl?
- Sat Aug 27, 2016 2:20 pm
- Forum: Modding help
- Topic: BUG? character request slots are not being updated
- Replies: 1
- Views: 1522
BUG? character request slots are not being updated
If I programmatically set character's request slots when inventory GUI is opened - request slots are not being updated (look like empty). If I reopen inv GUI - slots show my items.
- Fri Aug 26, 2016 9:29 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 97762
Re: [MOD 0.13] Satellite Uplink Station 1.0.1
And quick-fixed mod.Supercheese wrote:Right you are, mod is not listed as compatible with 0.14 yet; you must've changed the version in info.json.
I used to play with your great mod - I'm guilty...
- Fri Aug 26, 2016 7:32 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 97762
Re: [MOD 0.13] Satellite Uplink Station 1.0.1
Crash on game loading (0.14.1).
He-he, now you shold define crafting and mining categories...
He-he, now you shold define crafting and mining categories...
- Thu Aug 25, 2016 10:54 pm
- Forum: Implemented Suggestions
- Topic: On_console_message_sent event handler
- Replies: 1
- Views: 1240
On_console_message_sent event handler
script.on_event(defines.events.on_console_message_sent, function(event) event.player_index event.text end I've played Factorio in multiplayer just 3 times, 1hr each. And I don't know if there's any chat. And local achievements are also turned off if any console command is executed - it's impossible...